Thursday, February 15, 2007
Learning and Action
Today in class, we discussed Gee's Cultural Models, specifically about the World, Learning, and Semiotic Domain Principles. Since I have recently started developing the movie for my project, I found the section relating to the Learning Principle the most interesting. According to Gee, this principle relates to cultural models of learning and forces the person to think about their own learning practices and preferences. In addition, a learner must then compare their methods to other types available. Gee stresses throughout the chapter that in learning, some people are better or worse than others. I found this to be an important point, because it seems that it is common for many to believe in the concept of equity, where each student has a chance no matter what. Rather than rely on this false ideal, Gee chooses to point out the fact that this leads to different methods of learning, and actions taken in attempting to learn. I have thought about this concept when developing my movie project. While trying to learn the harmonica, I have found that it is much more difficult for me to learn because I have never played an instrument before. While many of my friends who are musicians can pick up the instrument and figure out a song in minutes, I take hours. This isn't to say that I am necessarily a bad learner, but it does mean that my methods of understanding take much longer than theirs. This is an issue I plan on discussing in my final result.
Wednesday, February 7, 2007
I'm beginning to understand these "gamers"
I've never been particularly interested in video games. Granted, I enjoy a quick game of old-school Nintendo, but once the joystick was invented and the arrow key was replaced on the controller, I was pretty much out of my element. Thus, I am what one would refer to as a "non-gamer". Growing up with two brothers, I would often try to understand the point of spending hours in front of a screen and only completing a few levels. To me, it was too repetitive, too mundane, but that was what made each win so much sweeter for them...I guess.
After reading the chapter, "Situated Meaning and Learning" in Gee, I began to connect with the mindset of the "gamer". Why? Mostly because Gee compared it to books and movies, both of which I enjoy and understand. Well developed video games have the capacity to give players, "good perspectives on how learning, thinking, and problem solving work in the world and should work in schools"(76). These "good video games" extend beyond the learning-oriented Leap Frog genre and extend to even the shoot-em-up versions (which I am not a huge fan of). Games such as "Dues Ex", for example, gave Gee choices of how to build his character, both with physical options and the possibility of gaining skills. Creating a character makes a player capable of connecting to the storyline of a video game in a different way than books and movies connect to viewers. Players can decide what happens to their characters, act accordingly based on skills and powers, and become more emotionally involved due to control. When playing a video game, one wants to excell because the characters victory is the players victory. After failing, one wants to start again because they are motivated to do better on the second try. How many teachers can say that after failing a test, a student is encouraged to do better rather that discouraged by it. I feel that if such dedication can be applied in the classroom, then knowledge and enthusiasm would improve greatly.
After reading the chapter, "Situated Meaning and Learning" in Gee, I began to connect with the mindset of the "gamer". Why? Mostly because Gee compared it to books and movies, both of which I enjoy and understand. Well developed video games have the capacity to give players, "good perspectives on how learning, thinking, and problem solving work in the world and should work in schools"(76). These "good video games" extend beyond the learning-oriented Leap Frog genre and extend to even the shoot-em-up versions (which I am not a huge fan of). Games such as "Dues Ex", for example, gave Gee choices of how to build his character, both with physical options and the possibility of gaining skills. Creating a character makes a player capable of connecting to the storyline of a video game in a different way than books and movies connect to viewers. Players can decide what happens to their characters, act accordingly based on skills and powers, and become more emotionally involved due to control. When playing a video game, one wants to excell because the characters victory is the players victory. After failing, one wants to start again because they are motivated to do better on the second try. How many teachers can say that after failing a test, a student is encouraged to do better rather that discouraged by it. I feel that if such dedication can be applied in the classroom, then knowledge and enthusiasm would improve greatly.
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